I knew somebody was going to use some old school tunnel effects for a game, looks very nice, the transparent menu is a nice touch. Only problem was, I couldn't avoid the obstacles; it seemed like no matter what orientation I hit them it still slowed me down.

Tunnel graphics look great. Especially the way it changes colour when you hit an obstruction. I went through very slowly (so I timed out), but still found it very difficult to control. The problem is probably how to give a good turn rate when you need it, but still allow fine control.

My solution (see Speed4k) is to use an angular acceleration variable, which (multiplied by frame time) is added to the rotational velocity each frame. When the left or right cursor keys are held down, the acceleration variable is incremented/decremented each frame (multiplied by the frame time again). The acceleration variable is hard limited to small positive/negative values and is reset to zero if either the left/right cursor key goes key-up.

This has the result that a short tap on the cursor keys gives a small movement, while a continuous hold quickly (in less than 0.25 secs) ramps up to the full rotational rate. The result is a fast rotational rate when you need it, but better control with the small taps.

Also, the collision detection is a bit harsh. I managed most of the time, but probably wouldn't at the flight speed necessary to complete within the time limit.

Tunnel graphics look great. Especially the way it changes colour when you hit an obstruction. I went through very slowly (so I timed out), but still found it very difficult to control. The problem is probably how to give a good turn rate when you need it, but still allow fine control.

The trick I figured out is to spin yourself one direction by tapping an arrow key, then stop yourself at just the right time by tapping the opposite key. This method keeps you from overshooting, and is quite accurate. It seems to work as I got a "You Won" for my troubles.

The biggest problem I have is keeping my wits about me. As you pass through the tunnel, it can get easy to get confused. So confused that you sometimes move the wrong direction or don't react fast enough. I just consider that part of the challenge, though.

Nice effects. I agree with most comments poster before + you should probably make it "tick based" (movement proportional to delta time, instread of same movement per gameloop). I pushed forward up to max speed let go of the kbd and hit a wall, crused the whole hole and made it to the end with plenty of time to spare. That and the fact that it was REALLY difficult to avoid hitting walls at top speed (Clearing 1 of 5 if lucky) makes me guess that it is running a bit faster on my machine than on the one where it was developed

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